Monomachiarum is a multifandom experiece that takes the characters into the chaotic future of the 30th century in the great expanse of space. Our lore is a combination of worlds brought in from other franchises, lore created by the site founder, and user-submitted information in order to make a vast and diverse setting. Add your pages to our grand story no matter who your characters might be or where they came from before. This is a place meant to explore possibilities and open new doors. Canons and OCs are welcome, just so long as they can fit into the setting with a little bit of reasonable modification here and there if necessary. So what are you waiting for? Join us today! If you'd like to get to know our community more, feel free to check out our Discord channel.
May 2023 It's been hectic this last year, but we are alive and celebrating our fifth year of adventure and tales. A lot has been worked on to help make the Monoverse one that everyone can enjoy and explore their story while becoming a part of the greater cosmos. All of you, new and long time players, stay safe, and see you in the Sea of Stars!
With a proper "purchase" system in place for character progression, it was natural to update the ship building process to include that progression system. This is intended as a basic framework system that can be adjusted to regional tech, and allow for upgrading a ship with new tech as it comes along. Do keep in mind to coordinate with staff as to specific details of what technologies are related to what galaxy and regions within. Build points are on an exchange of 1 to 1 EXP Credits to Build points for standard Green Category, with costs for more advanced Tech Categories adhering to those associated increase ratios.
SIZING AND CATEGORY
TYPE and SHIP NAME Size: Length Range FTL: Defense: Armor/Shielding Armaments: Expansion Bays: Crew: Miscellaneous:
TYPE - What basic role the ship fills. This is more an indicator of the general purpose of the vessel, which doesn't have to be the sole purpose, merely what it was designed initially for. A light freighter can be modified for hidden smuggling holds or extra living space provided adequate expansion bays are available.
Size: What length range the ship falls into, which can affect other traits such as how powerful of an FTL drive can be mounted, the number of armament mounts available, and other factors that relate to the dimensions of the vessel. The following chart will explain the length ranges to each size category, the maximum numbers of weapons each size can equip and other such structure limits.
FTL: There are a number of methods of Faster than Light travel, and almost all use upper dimensional layers for transit over vast cosmic distances. The upper power and speed of these drives is often tied to the size of the vessel, though with more advanced technologies, this is not always an immutable rule, merely the standard. Depending on what regional technology is in use by the fighter, FTL method and engines can vary greatly, from the basic Akwende Jump Drive, to Mass Effect drives that alter the virtual mass of the vessel, to the powerful Slipspace drives and various hyperspace engines used by more ancient precursor civilizations and those built upon their remnants. Make sure to coordinate and consult Staff for determining what FTL technology is appropriate, and what the transit velocities would equate to.
Defense: Nominally there are two levels of defense for a ship; physical armor plating and energy Shielding. The former tends to be a matter of centimeters thickness on vessels in the tiny to medium size categories, with larger ships reaching half a meter or so at best. This is often the last line of defense, with a ship's primary protection being energy shielding, which often yield up to several meters of heavy dense materials of protection compacted into a field that is mere millimeters thick.
Armament Mounts: Armaments mounts are the quantity and scale grade that can be installed on the ship. Instead of specific weapons, these are listed by output grade. Kinetic weapons are those that fire hard round projectiles; bullets, mass driver rounds, etc. Direct Energy weapons are those that fire energy base beams and bursts, such as particle beams, pulse lasers, plasma bursts, and other energy based rounds. Ballistics are launched tracking weapons such as torpedoes, missiles, and other tracking projectiles. These can vary based on the regional technology in use, so staff should be consulted on specific types once the general category is decided on. Light, medium, and heavy are the measure of scale output and weapon scale. Normally, you would not find a heavy armament on a fighter or a gunship, as they are typically capital scale, while light and medium weapons are those capable of doing respectable damage to vessels up to medium size category, or larger vessels that have lost shielding. Mounts can be traded up to the next scale at a 2 to 1 exchange, but there are limits.
Expansion Bays: These "bays" are the extra space beyond a cockpit cabin that can be used for cargo storage, crew quarters, and other added compartments. The number of these that can be utilized depends greatly on the size of the vessel, as a tiny fighter is not nominally going to have room in its design for living quarters or cargo holds.
Crew: This is often how many people are needed at minimum to crew a specific type.
Miscellaneous: Any technologies or special systems such as stealth technologies, navigation systems, etc, that are not part of the main outline.
BASE FRAMES
TINY Length: 10 to 15 meters FTL: N/A to Basic Class Max Weapons Mounts: 2, Light Only Expansion Bays: N/A Crew: 1 to 2 Cost: 20 credits
SMALL Length: 15 to 50 meters FTL: Basic Class Max Weapons Mounts: 8, Light/Guided Max Expansion Bays: 2 Crew: 2 to 8 Cost: 45 credits
MEDIUM Length: 50 to 150 meters FTL: Mid-Range Class Max Weapons Mounts: 12, Light to Heavy(limited one heavy armament) Max Expansion Bays: 4 Crew: 5 to 15 Cost: 85 credits
LARGE Length: 150 to 300 meters FTL: Mid-Range Max Weapons Mounts: 20, Light to Heavy Max Expansion Bays: 8 Crew: 20 to 80 Cost: 150+ credits
SYSTEMS AND ARMAMENT
ARMOR LAYERS - 3 CREDITS PER LAYER
Armor protects a ship from direct-fire weapons, absorbing their energy and preventing damage to critical ship systems. This is often relied on primarily as a last line of defense, as it is more ideal to not get hit at all in a fight, or to let any shields available take the brunt of an attack to allow for escape and evasive maneuvers. Armor is measured in terms of centimeters thickness, with each armor layer equating to five centimeters per level. Keep in mind, while more armor means a more resilient line of defense, too much armor can make it harder to execute high precision maneuvers in combat, and each size category can only mount so many layers of armor. The smallest of ships can be limited to a matter of single digit levels of thickness, while larger ships can carry up to half a meter. For the purpose of this calculation, Tiny = 2, Small = 4, Medium = 8, and Large = 10.
SHIELDING
While almost every ship has simple navigational shielding to prevent damage from tiny bits of debris and ambient radiation, this protection does little to stop a starship from being damaged by energy weapons, missiles, directed kinetic weaponry, and larger impacts. To defend against such threats, a ship has energy shields; projectors mounted around the ship that create a barrier that absorb damage from attacks. Once shields are depleted, further inflicted damage reduces the ship’s armor and hull and risks direct damage to internal systems. Shielding recharges over time, but this regeneration occurs only when the ship is not otherwise taking damage. Levels of shielding is measured in scale to meters thick of material that the barrier equates to, often compacting the equivalent of several meters of dense metals into a field merely millimeters in thickness. This allows a vessel to reduce the mass of its physical armor, as well as withstand impacts that would otherwise crush a small fighter or breach the hull.
NOTE: Heavy grade shielding is considered military grade, and nominally very difficult to obtain or install on civilian craft. Any private vessel that has these grades of shielding would likely have obtained such through illegal channels, hence the higher cost jump, and potential legal trouble. Heavy shielding is also not able to be used on any vessel smaller than Medium size grade.
ARMAMENTS
Even in the vast void of space, danger lurks beyond merely debris and stellar phenomenon. Pirates. Slavers. Criminal organizations. Even a civilian has grounds for their vessel to be armed, let alone their own person. What is considered "legal and appropriate" is always a matter of contention, but the common traveler needs ways to defend themselves from attack, even if only to hold off their assailant until they can make the jump to FTL travel and escape. There are multitudes of different weapon types and outputs that exist, though not all are easy to procure, let alone be within the realm of "legal" in most stellar territories.
Keeping in mind that varying degrees of scale and output exist for different weapon types. A lighter weapon that is more rated for "private civilian" is going to have a different base cost than one rated for "military" or "registered mercenaries", as well as the rare but possible "precursor" cache found in the course of storytelling. The latter falls into the Red Class of technology scale, and is not available for starting vessels or a fresh ship build unless absolutely discussed with staff first. That said, it *can* be possible to earn via storytelling, and players are encouraged to speak to staff on such opportunities.
In addition, a ship's available Mounts are based on a default one to one for light scale. To use a medium scale weapon, you would use two mounting slots for each medium weapon, and three slots per heavy weapon mounted
Light Mount: 25 Medium Mount: 50 Heavy Mount: 125
EXPANSION BAYS
Most starships have room within their hull for one or more expansion bays, each of which can be converted to function in a wide variety of roles. Unfilled, these bays are simply storage space (and count as cargo holds), and for many large transport vessels, they remain this way. If a starship’s bays are instead used for guest quarters, the ship can serve as a transport vessel for soldiers, travelers, or refugees. If its bays are filled with medical bays and guest quarters, the ship becomes a mobile hospital.
Cargo hold – 0 Escape pods – 20 Guest quarters – 20 Lifeboat – 35 Medical bay – 25 Passenger seating – 15 Recreation suite (Basic) – 45 Recreation suite (Advanced) – 60 Science lab – 40 Smuggler compartment – 50 Tech/Arcane workshop – 30
FTL DRIVE
Oftentimes the term FTL, "Faster than Light", is used in a far more loose context of travel ratio velocities versus being a literal metric of speed. Most FTL systems do not actually accelerate a vessel faster than the speed of light particles in a vacuum, but instead allow for higher dimensional travel that allows crossing those vast distances that make up the stellar void. Due to such a variance in method and the raw speed capabilities of the different FTL systems in play, a more generalized scale has been adopted that can be further specified based on what region and technology is used. Normally, a minimum size would be in place, but as some regions allow for more powerful FTL in smaller ships, it will be determined further by staff during ship build/upgrade review.